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The three Field Marshalls are recruitable at both university buildings. The General Field Marshall of the Army is only recruitable at the latest university building. All four units require the technology military_army_reorganized_procurement.

All textures and ship models are from vanilla standard ETW. I did improve the firepower, hull strength, accuracy, reloading, morale and a lot of other values.

Included textures from BLADERUNNER's SEALORDS Ship Textures Mod 1.0 are in the optional aum_emp_optional_graphics.pack

ORNAMENTUM 63 units > please read the information on the second post below.

Recruitment and technology requirements of all custom units and ships

Spoiler Alert, click show to read:

- All custom units and ships are limited because of the balance in the campaign mode.
- Not every faction has access to all units in all regions. You have to capture the needed region, reach a certain building level and/or research a technology.
- All grenades have been removed from the custom Grenadiers, but the unit size has been increased to the numbers of the normal Line Infantry.
- removed the fire_and_advance and the platoon_fire_grouped drills from all custom units (the firing drills of the vanilla units aren't changed).

INFANTRY and CAVALRY recruitment

- All custom units are recruitable at the following four military buildings: (unless otherwise specified)
drill school
military academy
army board
army staff college

- These buildings are the ultimate military barracks for France, Prussia, Poland and India. The other factions don't have an ultimate military building.

Field Marshalls of Europe, America and India = recruitable at both university buildings.

General Field Marshall of the Army = recruitable at the latest university building.

Garrison Guards = recruitable if you have built the improved settlements fortifications

French "Cent Suisses" Riflemen = recruitable at the latest military building and the arc de triomphe
Royal Constantinople Infantry Guards = recruitable at the special building in Constantinople: nur u osmaniye mosque

Spanish Tercio Pikemen = at all military barracks

Russian Ural Cossacks = at all military barracks

Russian Streltsy Musketeers = at all military barracks

Landwehr Militia = at all government buildings and military barracks
US Volunteer Infantry Regiment = at all government buildings and military barracks

West India Company Infantry = at all government buildings and military barracks
Buccaneers = at all government buildings and military barracks

ARTILLERY recruitment

Most of the customartillery units are buildable at the these buildings:

great arsenal
gunnery school
ordonance board
engineer school

The bigger cannons like Tsar Great Cannon + 8-inch Mortar are buildable at the engineer school.

MARINES recruitment

All Marines can be recruited at coastal shores globally:

They need the following navaladmin buildings:

admirality
naval board
naval college
kweekschool (ultimate naval building of the United Provinces)

MERCENARY recruitment

These 9Mercenaries are included:

West European
East European
American
Indian
AfricanGuerilla
Desert CamelsBohemian GrenzersHessian Jaegers

These 5Swiss Mercenary Units are included:

Line Infantry
GrenadiersGuards
Mountain JaegersPikemen

All these units need the following pleasure buildings

coaching inn
bawdy house
theatre
pleasure gardens

SHIP recruitment

Spoiler Alert, click show to read:

British 1st Rate "HMS Royal Sovereign"
late / available for Great Britain in their britain_home_regions / steam drydock

British 1st Rate "HMS Royal George"
late / available for Great Britain in their britain_home_regions / steam drydock

British 1st Rate "HMS Britannia"
late / available for Great Britain in their britain_home_regions / steam drydock

British 1st Rate "HMS Neptune"
late / available for Great Britain in their britain_home_regions / steam drydock

British 3rd Rate "HMS Elizabeth"
late / available for Great Britain in their britain_home_regions / drydock, naval hospital, steam drydock

Spanish Over 1st Rate "Santisima Trinidad"
late / available for Spain in their spain_home_regions / steam drydock

Spanish Over 1st Rate "Real Felipe"
late / available for Spain in their spain_home_regions / steam drydock

Spanish 1st Rate "Principe de Asturias"
late / available for Spain in their spain_home_regions / steam drydock

These are the required technologies of the 30 custom ships in the campaign

Spoiler Alert, click show to read:

These ships below > no technology required

Spanish Heavy War Galleon War GalleonWar FluytSloop of WarBrig of WarPrivateerHeavy XebexHeavy Dhow

These ships below > military_navy_improved_coppering

1st Rate Ship of the Line - HMS Royal Sovereign 1st Rate Ship of the Line - HMS Royal George1st Rate Ship of the Line - HMS Britannia1st Rate Ship of the Line - HMS NeptuneHeavy 1st Rate - Spanish Santisima TrinidadHeavy 1st Rate - Spanish Real Felipe1st Rate Ship of the Line - Spanish Principe de Asturias1st Rate Ship of the Line - Spanish Salvador del Mundo1st Rate Ship of the Line - French Ocean1st Rate Ship of the Line - French Orient 1st Rate Ship of the Line - Russian Piotr1st Rate Ship of the Line - Russian Imperatritsa Anna1st Rate Ship of the Line - Russian Rostislav

These ships below > military_navy_copper_bottoms

2nd Rate Ship of the Line - French Bucentaure
2nd Rate Ship of the Line - Netherlands Vrijheid3rd Rate Ship of the Line - Netherlands De Delft3rd Rate Ship of the Line - HMS Elizabeth3rd Rate Ship of the Line - French Amerique

SIR DIGBY CAESAR made 8 textures for the Royal Swedish Dragoons + French Voltigeurs + US Volunteer Infantry Regiment + West India Company Infantry + Russian Streltsy Musketeers + Bohemian Grenzers + European-Indian Light Infantry + Irish Voluntary Infantry Regiment. He made three new officers for several AUM-EMP units. He made the icon for the Swiss Line Infantry + Spanish Waloon Line Infantry too.

GENERAL CORNWALLIS made 3 textures for the Freikorps Line Infantry/Cavalry + French Douaniers

KUNGFUSERGE made 2 textures for the US Continental Marines + Buccaneers

POLLUX578 made 3 textures for the Prussian Giants Grenadiers + Prussian Fusiliers + Prussian Frei-Jaegers and a icon for the Royal Prussian Cuirassier Guards

HRIMFAR made 1 Line Infantry texture for Sweden

JOEDRECK made 2 new icons for the Swiss Guards + French Cent Suisses Riflemen

REIKSMARSHAL made 3 new icons + info cards for the Royal British Marines (Nocks Gun) + Landwehr Militia + Irish Voluntary Infantry Regiment. He made an info card picture for the Marines (early) + a new icon for the vanilla Spanish Guerillas.

Thanks to my friend LUCKYLEWIS for creating this great presentation video of my AUM-EMP units!

Installation

Spoiler Alert, click show to read:

- fully compatible with the official final patch and all DLCs.
- available in two versions: normal vanilla version / DARTH VADER's "DarthMod Empire (DME) 8.0.1"
- can be used with save games and you don't have to start a new campaign
- can be used with other mods together

Create a backup of your save games before using AUM-EMP. If you install an unit pack and then play a campaign, the IDs of the custom units stay in the save game. If you remove later an unit pack in your ongoing campaign, then the save game can't be loaded correctly if there are recruited custom units in the armies from you or the AI.

SPANKY made 10 Militia re-textures for the following major factions: Austria, Britain, Denmark, France, Prussia, Russia, Spain, Sweden, United Provinces, United States and a new generic texture for the remaining factions based on faction colors. He made a re-texture for the "United States Minutemen".

SPANKY made 11 Provincial Cavalry re-textures for the following major factions: Austria, Britain, Denmark, France, Poland, Prussia, Russia, Spain, Sweden, United Provinces, United States and a new generic re-texture for the remaining factions based on faction colors.

SIR DIGBY CAESAR made 18 re-textures for vanilla units:

Spoiler Alert, click show to read:

Denmark Line Infantry
Denmark Guards
French Royal Ecossais
Knights of St. John Line Infantry
Hessian Line Infantry
Naples-Sicily Line Infantry
Venice Line Infantry
United States Line Infantry
Polish Line Infantry
Spanish Irish Brigade
Buckley's Regiment
Hungarian Hussars
Cossack Infantry
Grenzers
Pandours
British Guards
British Coldstream Guards
British Grenadiers

AUM-EMP Optional "Backpack removal mod"

Spoiler Alert, click show to read:

You can use this file to remove thebackpacks from vanilla and custom AUM-EMP units.

The file "aum_emp_mod_optional_backpack_removal.pack" doesn't need to be activated with the Mod Manager or added to the user script. This file loads automatically.

To activate the "backback removal" please copy the file into this folder:
C:\Program Files\Steam (x86)\steamapps\common\empire total war\data

To deactivate the "backback removal" please move this file out of the data folder.

You can use this file to remove the backpacks from vanilla and custom AUM-EMP units.

The file "aum_emp_mod_optional_backpack_removal.pack" doesn't need to be activated with the Mod Manager or added to the user script. This file loads automatically.

To activate the "backback removal" please copy the file into this folder:

C:\Program Files\Steam (x86)\steamapps\common\empire total war\data

To deactivate the "backback removal" please move this file out of the data folder.

11. December 2013 - ADDITIONAL UNITS MOD (AUM-EMP) 3.3 has been released

Spoiler Alert, click show to read:

- AUM-EMP is fully compatible with the final patch and all DLCs
- several crashes fixed
- several textures and icons fixed
- several minor and major fixes and optimized according to the final patch/DLCs
- balancing changes in the AUM-EMP vanilla version adapted to the final patch/DLCs
- balancing changes in the AUM-EMP Darthmod version adapted to the final Darthmod Empire (DME) 8.0.1
- raised the unit caps of several custom units (singleplayer/multiplayer)
- optimized the availability of custom units (AUM/ORNA) in the custom battle screen
- optimized the availability of custom units (AUM/ORNA) in various government types (republic, absolute monarchy, constitutional monarchy)
- optimized the custom projectiles (shotgun, nocks volley gun, mounted shotgun)
- optimized the recruitment behaviour of the AI
- reverted the increased naval crew sizes back to vanilla to prevent not working boarding actions in some cases
- removed the "customized naval crew stats" to make AUM-EMP more compatible with gameplay mods which change these vanilla files
- removed the "backpack equipment" of all vanilla and custom units

If you want to add "backpacks" back to all units, then you can remove this table below from AUM-EMP with the Pack File Manager.

"aum_van_warscape_equipment_themes"

Please don't remove these two tables below from AUM-EMP as they are important for the custom units.

"aum_custom_warscape_equipment_themes" and "ornamentum_warscape_equipment_themes"

- updated the "AUM-EMP Installation and changelog.txt"
- fixed several issues in the optional "aum_emp_optional_graphics.pack" 1.8

If you have any comments or problems you can give me feedback here. It would be very helpful if you provide screenshots of your data folder, script file and if used Mod Manager.

Please write which AUM-EMP version and UPC-EMP language file do you use.

Spoiler Alert, click show to read:

Which AUM-EMP version do you use? (vanilla, DM, APE:TI, IS)

Which UPC-EMP language file do you use?

Which units are affected?

Campaign or custom battle problem?

Is the error re-producable in any battle?

Are there any other mods or re-texture packs installed?

How to re-download changed "vanilla" files and verify the integrity of the game:

Spoiler Alert, click show to read:

> Open Steam > click on my games > right-click on Empire > left-click on properties > then look for the Local files tab and click on Verify the integrity of the game cache

There you can re-check the integrity of your Empire files. It takes some time, but after updating you have again all proper vanilla files.

What to do if you don't see any unit names?

Spoiler Alert, click show to read:

You have to install one UPC-EMP language file into your Empire data directory. Please be sure that only one language file is loaded at the same time in your directory. Please delete all older UPC-EMP or other language files from other mods.

- all mods which add custom units to Empire cause loading problems if you play a campaign and then remove the mod later.

AUM-EMP is fully save-game compatible and you don't need to start a new campaign. You can continue your ongoing campaign. But if you remove AUM-EMP, then your campaign save-game can't be loaded properly. This problem have all mods which add custom content.

Permission information for Modders

Spoiler Alert, click show to read:

Please send me a personal message with the link to your released mod and ask for permission to integrate my custom units.

Credits

Spoiler Alert, click show to read:

AUM Team

Swiss Halberdier - Creator of AUM-EMP and UPC-EMP

Winner of the 2010 award: [Empire] Favourite Unit Pack

DramaBelli - testing, all screenshots and translator of the Italian UPC-EMP

plissken3 - testing

Takeda Shingen - testing

Heil Nappy - testing

♔hammeredalways♔ - testing and answered a lot of questions from players on my thread

Re: ADDITIONAL UNITS MOD (AUM) 1.0

Very nice keep up the good work, but I would also recommend upgrading this to being compatible with some of the other major mods out right now that people play like a Proper Empire, and Imperial Splendor. I play a proper mod right now, and would really like to have these units and the ones you plan to make in the future. Thanks.

Re: ADDITIONAL UNITS MOD (AUM) 1.0

Impressive work there, I would recommend that you also make it compatible with Imperial Splendour and Proper Empire, as suggested by SaDeR; since I'm using Imperial Splendour right now. +Rep to you my good man.

Re: ADDITIONAL UNITS MOD (AUM) 1.0

Hello to all and thank you for downloading my mod and giving your feedback to my work!

Originally Posted by Sir Robin

Nice work!

Personally though I'm hoping for more of an AOR type system.

Yes an AOR type recruitment system would be the next step. I saw a how-to recently but it seems that we have to edit the "startpos.esf" and then it would be incompatible with other mods which are using "startpos.esf". There will surely be a solution for that. Also for the "localisation.loc" problem...

Originally Posted by H.r.E.

the swiss pikeman are excellent , pretty sweet !

Thanks a lot!

Originally Posted by SaDeR

Very nice keep up the good work, but I would also recommend upgrading this to being compatible with some of the other major mods out right now that people play like a Proper Empire, and Imperial Splendor. I play a proper mod right now, and would really like to have these units and the ones you plan to make in the future. Thanks.

Yes thats a good idea. My mod "is" compatible with every other mod, but the stats are balanced for "DarthMod". So I will see if I receive the permission from the major-mods to make an adapted version for every major-mod. That would be nice for everyone

Originally Posted by dolph

This sounds fantastic.
If only we could see new textures and card icons ;-)

Thanks man!!!

Unfortunately until now I didn't have the time to make new textures. But I hope that I can use some textures from the very talented skinners/modelers here at the forum. There are already many "skins-mods" out there which are really good-looking.

Originally Posted by The Phenom

Impressive work there, I would recommend that you also make it compatible with Imperial Splendour and Proper Empire, as suggested by SaDeR; since I'm using Imperial Splendour right now. +Rep to you my good man.

Hello Phenom, yes that would be great as I mentioned above.

Originally Posted by ignasigh

Just a suggestion, I don't know if it's historically acurate but you can take the swiss pikemens and add the spanish "Tercios" unit.

I can make the Swiss Pikemen available to Spain, then they would have also "improved" pikemen.

Originally Posted by Jihada

I'd like to use this with IS but not sure about conflicts and unit stat differences atm. Looks great.

My mod is fully compatible with IS but you said it right, the stats aren't balanced until now for IS so far.

Originally Posted by hitokiri2486

This is very impressive. Looking forward to more units from you~

There will come much more I'm thinking of some "regional mercenaries".

Originally Posted by Chevalier IX

I cant really tell from the small pictures,ut did you get rid of the ridiculous spontoon that the lancers used to carry and actually replace it with a proper lance???

I didn't changed the weapon of the lancers. They're the default lances from the normal "Euro Lancers".

Originally Posted by ricochet

I got the mod working with Darthmod, but the unit names and description does not show up. I have placed the english localisation file in the data folder.

Originally Posted by Diamondback

any advice what to do when the "aum_en_loc_1_0.pack" seems to not getting loaded? no unit descriptions for the new units are available for me right now..... ?

Try to disable all other mods than "DarthMod" and "AUM 1.2" in the "Pack File Manager" or the script file. And read carefully my installation guide. If the names doesn't appear in game, then some other "pack" file is overwriting my "loc" file.

Originally Posted by Takeda Shingen

...well I didn't play them yet.
But if you say so, I guess thats the problem.

The question is why!

I'm releasing now the fixed "AUM 1.2" and it fixes the "technology" problem.
The "Swiss Jaegers" are now possible to recruit without the "special Austrian tech".
Also the marines are buildable from start. (sure you have first to build up the required buildings)

When you click with the "right-mouse-button" on a building, then it shows you which units can be built and which "technology" has to be researched.